Virtual Magic Kingdom: It’s a Virtual World After All

Many Terra Nova readers have no doubt already heard about the impending launch of Disney’s “Virtual Magic Kingdom,” which will (re)construct several popular theme park attractions like the Haunted House and Space Mountain in a virtual MMOG environment.  This is a promotional project with the specific goal of motivating increased visits to Disney theme parks.

Naturally Ian Bogost at Watercooler Games was all over the Virtual Magic Kingdom announcement weeks ago, noting its indisputable status as high order simulation. Simulacra of simulacra.  Paging Dr. Baudrillard!  So far, less academic reactions to the Virtual Magic Kingdom have focused exclusively on the advergaming angle with the predictable controversy that accompanies any project involving games as marketing tools, especially when targeted to children.  It is unclear whether Virtual Magic Kingdom will contain blatant pitches for Disney-branded products, but from the information currently available it seems like the focus is exclusively on promoting the parks themselves, with some interesting online/offline tie-ins.  For example, kids can earn online points within Virtual Magic Kingdom that can be redeemed for head-of-the-line passes and t-shirts at a Real Magic Kingdom.  According to Ad Week, kids at the park sites can also win virtual items for their avatars. 

A few years ago I presented a paper about themes of tourism and photography in virtual worlds at a conference for Sheffield, UK-based Centre for Tourism and Culture Change.  The other conference participants hadn’t had much exposure to virtual worlds, and were intrigued by the slides I showed them of various avatars posing for “tourist photos” (screenshots) in front of virtual replicas of Egyptian pyramids and the Statue of Liberty, but some expressed concern that virtual tourist attractions might somehow replace the real sites upon which they were based.  I told them that in fact I believed precisely the opposite was true – virtual tourist experiences would be more likely to encourage RL visits to these places.  If nothing else, Virtual Magic Kingdom will be a large-scale test of this claim.

So say it works like a charm. Say kids are so inspired by their Virtual Magic Kingdom experience that they manage to convince mom and dad to book that flight to Orlando or Anaheim for this year’s family vacation.  Once they get there, how will their online experiences shape their offline experiences and vice-versa?  This is where it really gets interesting, IMO.

One thing I like about the concept of a Virtual Magic Kingdom is that it has the potential to offer kids a more active/interactive experience.  My memories of visiting Disney theme parks as a child include waiting on long lines, sitting in various moving trolleys and boats, being told to keep my hands and feet inside the vehicle, and passively consuming various theatrical, animatronic shows.  Sure it was fun, but it didn’t necessarily require my active engagement with any of the performances.  My childhood memories of Disney theme park visits are a sharp contrast to Mizuko Ito’s descriptions of the “media mixes” children experience today in their engagement with anime franchises like Yu-gi-oh! and Pokemon: 

These media mixes challenge our ideas of childhood agency and the passivity of media consumption, highlighting the active, entrepreneurial, and technologized aspects of children’s engagement with popular culture.

While the Virtual Magic Kingdom will offer a somewhat more individualized, interactive approach to the same thematic material covered in their theme parks, I wonder just how far they’ll be willing to take it.  Will kids be able to make any sort of creative contributions to Virtual Magic Kingdom or will it just be a more accessible, game-themed translation of theme park material?  Will this do anything to help change the Disney theme park experience itself from passive to active?  If Virtual Magic Kingdom is a smash hit precisely because of the new interactive element, could it ironically backfire as a longer-term promotional effort when the corresponding RL experience doesn’t allow the same level of interactivity?   

In a USA Today article about Virtual Magic Kingdom, Jay Rasulo, the president of Walt Disney Parks & Resorts is quoted as saying, “We hope it becomes a real hangout for preteens and teens.” (emphasis mine).   Interesting usage of the word real.  It reminds me of Coca-Cola’s use of “make it real” as a tagline for its own promotional teen virtual world.  This is surely more proof that the line between virtual and real is becoming extremely fuzzy nowadays, particularly for the under-18 crowd.  Changing realities indeed. 

One more thought. Be careful what you wish for, Mr. Rasulo.  Kids and teens visiting a theme park for a day or two with parental supervision is one thing, but kids and teens “hanging out” regularly in a virtual world, presumably without constant parental accompaniment is quite another.  Something tells me they may not always keep their hand and feet inside their virtual vehicles.

Posted by Betsy Book on January 30, 2005 | Permalink

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Comments

David Reim says:

Slightly on a tangent, but I can recommend Down and Out in the Magic Kingdom by Cory Doctorow. This decent fiction read focuses on the implications of infinite life span but touches on some mmog-ish issues including reputation systems, verifiable identity, the wisdom of crowds, and content creation. And of course, most of it takes place in Disney World...

Posted Jan 30, 2005 8:22:22 PM | link

bruce boston says:

Hi Betsy,

Great article!

I think you raise the core questions very well here, as well as highlight some of the trends that we can already see emerging with the MMO technology.

There are some real risks being taken by some pretty big companies here. That said, if Disney's experience turns out to be anything like Coke's then we could see some real interesting shifts in how very large companies interact with their market base in the near future.

Fascinating stuff!

-bruce

Posted Jan 31, 2005 5:15:51 PM | link

Scott Moore says:

Also slightly on tanget, I might recommend a perusal of Designing Disney's Theme Parks: The Architecture of Reassurance by Karal Ann Marling. I was able to attend the exhibit (for which this is the catalog) and was impressed by the amount of attention that goes into the design of the Disney Theme parks. Examples of chosing culturally appropriate colors for Disneyland Tokyo to creating a Main Street USA for EuroDisney that most Americans would harely recognize.

Personally, I think there are a lot of lessons about virtual environment layout that can be picked up from the way the various parks have been designed. One of my favorite lessons from the exhibit is that predicting the future as entertainment is dangerous: if you are wrong, you look foolish; if you are right (worse), you become boring. Now Tomorrowland is a little more like JulesVerneLand which taps into the nostalgia of wondering about the future.

Anyway, more on topic. I recall that when Disney produced their first TV series, it was all about Disney land with models, artisitc views and Walt walking the audience through the park. I found a link at www.museum.tv that gives details. Looks like it was pretty blatent, too.

Posted Jan 31, 2005 7:09:31 PM | link

Lee Sheldon says:

The concept of Virtual Kingdom has certainly changed since I worked on the design almost three years ago now. The project then was a true massively-multiplayer RPG, although utilizing various Disney intellectual properties was always part of the mix. The interesting challenge was creating a virtual world that could comfortably encompass so many very different properties, both animated and live action, from (used as possible examples only) Mickey Mouse to X-games. The design incorporated a unique hardware device; player links to the world across -all- media; the effect players could have on the world, including opening up new areas at the players' pace (one of my personal crusades); and the lack of traditional leveling. Another designer, Noah Falstein, was working on a parallel design at the same time. I frankly thought VK was dead when Disney Interactive closed their inhouse development. Nice to see it survived.

Posted Feb 4, 2005 12:48:04 PM | link

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Posted May 11, 2005 4:10:40 AM | link

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Posted May 28, 2005 11:31:58 PM | link